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    Jul 2007

    Default Re: GiTP Pathfinder Grab Bag Competition VI - A Day in the Life

    Chased from their homeworld by beings beyond mortal ken, the kithkin are a driven and opportunistic race, struggling to ensure the survival of their species in a mistrustful and alien world. Even through their population has recovered somewhat in the time since their devastating exodus, they still view life as a constant challenge, and will take any means necessary to ensure the continuation of their race, exchanging their advanced scientific and technological knowledge for wealth and alliances in the strange and savage new world where they have found themselves.

    Originally, the kithkin, or syth, hailed from a world known as Cirundi in their ancestral tongue – a cold and frozen world that rewarded the kithkin races' intellect and dexterity. Their stories speak of great towers of gleaming glass and metal; roadways of black stone that spread from city to city, clan to clan; and great metal contraptions that could transport one across the globe in a matter of hours. Remnants of these fantastic technologies can be seen in the crumblings runes that planeshifted with the kithkin when they spread their world, and in the relics that daring hunters recover from these dilapidated edifices: arcane difference machines, personal communication devices that utilize power crystals, and firearms crafted with techniques that modern gunsmiths cannot hope to emulate.

    The modern kithkin cannot hope to emulate the grand advancements of their forebearers – too much was lost in their exodus, and their numbers are still too few to recreate their vast, global society; facts which are constant wounds to the pride and honour of the kithkin races. Though some may talk wistfully of a day when Cirundi will be born anew and the kithkin will reclaim their rightful place, most are resigned to their fate – nomadic traders and tinkerers, pawning off their heritage just to get by. This has created an oddly synchronistic culture – one that attempts to emulate and honour the traditions of old with the limited resources available to a small caravan of wanderers.

    While to other humanoids, individual kithkin may be difficult to tell apart, the kithkin claim they are composed of four separate, but united, races. The most commonly encountered kithkin are the eponymous kith, called in their own tongue drak'il-syth, who originated on the sprawling southern continent of Dreqae. The most urbane and mercantile of the kithkin, the kith are what most humanoids think of when they envision the syth. The ruddy-fured brun, or vend'il-syth, came from the cold northern continent of Vaiyoodo, and have a reputation for being simultaneously geniuses and slightly unhinged, simultaneously. While this stereotype holds little water, many brun clans take to tinkering, alchemy, and artifice as their chosen trades. Comparatively, the stripped hael, or lae'il-syth, come from the equatorial continent of harLaed – a barren and desetified land. The hael have a history of craftsmanship that rivals the dwarves, and their caravans sell the talents of their artisans and smiths alongside crafted goods. Finally, the ship-clans of the Qa-Lahoa archipelago that arched across the eastern seas, called the qal'il-syth, or baed in the common tongue, provide transport for their kin across the seas of the world. A deeply spiritual and curious people, the baed produce more magic-users than their more temporal relatives.

    Kithkin place great emphasis on the histories and stories of their ancestors, and most can recite their family trees back several generations completely from memory, knowing minute details about the lives of the most legendary heroes and adventurers among them. Elders are regarded with great honour among their caravans as teachers and storytellers, and a clan's Book of the Dead is awarded a place of special reverence within a caravan's chapel. Many young kithkin dream about rising to these exalted ranks, a dream that drives some to the life of adventure once they become of age.

    Endlessly creative and horribly stubborn, the kithkin have readily adapted to their radically-changed circumstances with a vigour that rivals humanity. The kithkin apply this philosophy to problem-solving as well – just because something works doesn't mean it shouldn't be improved. Indeed, improving upon an existing method or practise might be just the thing a kithkin needs to earn their own place among the honoured ancestors of their clan when they finally pass beyond the mortal coil.

    The kithkin have not claimed a land for themselves since their exodus and the loss of the ancient technological wonders that granted them dominion over their homeworld. With nothing to promote racial unity, the kithkin clans have become fractured and spread across the known world, becoming wanderers and nomads. Their clans and histories remain intact, even over the millenia, and so long as there are roads to travel, the kithkin say that there will be wagons to carry their people along them. In the end, the kith know that their race will weather anything the world throws at them, and will emerge stronger for it.

    Physical Description: The kithkin races look essentially like a draconic humanoid, some even claiming they possess a superficial resemblance to furred kobolds – though the two races have nothing to do with each other. A kithkin normally stands just over four feet tall, though certain races are smaller than others, and they have lithe, muscular frames. Their most striking trait is the pair of large, leathery wings and a long, semi-prehensile tail that is normally around three quarters their height in length. A kithkin’s body is covered in fine fur, which differs depending on the individual's ancestry, and can range anywhere from grey to blue to brown to tan. The fur along their back – starting at the brow and ending at the tip of their tail – grows much faster than the rest of their fur, and is normally braided or woven with beads and feathers.

    Kith carry their young in pouches on their stomachs for the first few years of their lives, but despite the difference in development cycles, kith children mature only slightly slower than human children, reaching adulthood around age 24, though they do tend to age much slower after that, with the elder silverfurs of a clan often being in their 150's.

    All kithkin possess a glowing rune beneath their right eye, that represents the blood of the now-dead god that flows through each syth's veins.

    Kithkin tend to wear comfortable clothing, designed for travel, but customized to fit a their distinct forms. Kithkin value well-made clothing that can withstand the rigors of constant travel, and often will buy the highest quality they can afford at the time. They often decorate their hair, clothing and weapons with feathers, beads and other jewelry, ranging from modest to ostentatious depending on the specific kith's tastes. An apparel common to most kithkin is a prayer scarf, which they continually wear around their neck, inscribed with various prayers from the sythen religion.

    The distinctive traits of the four races are described below:
    • Baed: The shortest of the kithkin, the baed stand, at most, 3 feet tall. Their fur typically ranges from red to brown to grey, with a rare few spouting a deep blue or pale violet hide. A baed's coat is short yet tough, and likewise their manes are typically less wild than those of the other kithkin races. Indeed, their entire build is streamlined and rather graceful, from their blunted muzzle, small, rounded ears, and stubby horns, to their sleek, otter-like tail, the bead's form suggests an aquatic heritage. Even their rounded wings, spanning nearly 7 feet tip to tip, and their webbed hands are built to enhance a baed's prowess beneath the waves. A baed's distinctive markings include ring-like striping along their back, tail, and ears, and a mask of darker fur around their eyes.
    • Brun: Standing in at 4 feet tall, and with a rather average build, the brun are most commonly distinguished from other kithkin by their thick, wiry coats of fur. Their fur comes in a rather large range from a pale blond through to dark brown and crimson, and quite often sticks out in unruly tufts or clumps. A brun's ears are nearly as large as those of a hael, but they seem far larger due to their jagged, heavily furred appearance. Their tail as well, vaguely wolfish or foxish in build, is marked by the iconic brun tufts. A bruns' horns curve slightly upwards, and their muzzles appear slightly rounded when compared to other kithkin, a feature which extends to their broad wings, which stretching a full 9 feet when expanded. The distinctive markings of the brun is a darkening at the tips of their extremities, including ears, hands, feet, wings, and tail.
    • Hael: Hael average about 3 and a half feet tall in height, though their build tends to be slightly stouter than other kithkin, with broader shoulders and waists. A haels' coat is coarse and thin, and typically comes in pale hues of sandy yellows, oranges, and greys. This thin coat, along with their large, iconic ears, render hael better suited to withstanding hot environs than their kin. Along with the largest ears of any kithkin, the hael posses large, slightly curved horns, and the longest tail, powerfully muscled and lithe able to hold their weight suspended for a short period of time. A hael's muzzle is slightly longer than their sythen kin, and has a slightly more predatory look to it, something shared with their sleek and wings, which reach an average span of 8 feet. A hael can be further distinguished from the other kithkin by the distinctive striped markings of their race, which occurs along their limbs, ears, and down their back from the nape of their neck to the tip of their tails.
    • Kith: The kith are the tallest of the four kithkin races, usually reaching 4 and a half feet in height, with an overall slim and agile build. The furred hide of the kith is heavy, and rather soft, even when compared to their kindred kithkin, and is typically a rather striking blue or deep grey in hue, though pale blues, greys, and even white coats are not unheard of. The kith's mane reaches all the way down their back, running down their tails end in a leonine tuft. A kith's expressive ears are large and vaguely feline in shape, and along with their long, strait horns serve to add a feral cast to their already bestial muzzle. A kith lacks the distinctive markings of the other sythen races, though the solid coat is often identified as the iconic feature of their race.

    Society: The kithkin once dominated an entire world, their clans brought together under a single government and united by their marvellous technology. The disparate clans developed a common language, formed a unified mythology, and combined their various cultures into a world-spanning mosaic. With their exodus and the loss off the central government of Nohan, the clans fractured and drifted apart once again.

    For the modern kithkin, their lands are the open roads, their towns are the caravans and their homes the wagons. They survive not by growing crops nor crafting goods, but by trading, buying and selling, relying on good relations and keen business sense to maintain this style of life. While kithkin tend to be a rather individualistic people, they will work together to archive common goals, and a kithkin caravan often has individuals putting aside their personal wants and desires for the prosperity of the entire group.

    Kithkin do not form permanent communities of their own, though on occasion, a few kithkin will feel the desire to settle down and form small enclaves within larger humanoid cities. These kithkin, usually the elderly or newly weds with a young child, form a central hub from which allied clans operate from, the settled kithkin creating a strong rapport with their human neighbours, and providing a valuable storage and wintering space.

    As the population of an individual clan normally numbers in the hundreds, a clan is divided up into several caravans. If a clan is a kithkin's extended family, a caravan is their immediate family. A caravan normally consists of between fifty and eighty souls of all ages, and around fifteen to twenty waggons. A caravan is headed by both a caravan chief and a matriarch, and typically is composed entirely of members of one clan, though the farther afield a particular caravan ranges, the larger and more likely to be composed of several clans one tends to be. Individuals are allowed to leave a caravan at any time, and move over to a different one, or even start their own if the situation merits it. Specific caravans rarely last for longer than a few decades before splintering or merging with one another.

    Life within a caravan is highly regimented, each individual being assigned a role or duty by the caravan chief. Even young kith have something to do, whether it is caring for the oxen, draft horses, or more exotic creatures that pull the wagons, cleaning out the insides, or gathering water. Each kith knows his or her place in the machinery of the caravan, and performs that duty to the best of their ability.

    Relations: The kithkin are rather friendly with the other races, for how else would a species of nomadic merchants survive? In some remote communities, the only time they really have a chance to restock supplies and sell their goods is when the annual kithkin caravan come rolling through. Nobody ever completely trusts a kith, but so long as they're conscientious about what they let slip in front of them, there is little need to worry. An individual kithkin is more likely to view another not by their race, religion, or beliefs, but by what they can do for the kithkin at this point in time.

    Alignment and Religion: The kithkin gods are long dead, destroyed in the annihilation of their homeworld, Cirundi. This has lead the kithkin to turn elsewhere for spiritual support and aide, to their own divinely-infused blood. Kithkin have discovered that upon death, the most renowned members of their race continued to live on as minor spirits, able to lend their power to those of their bloodlines, and forming the modern clans. Kithkin almost universally worship their ancestors, collectively titled the Ancestral Conclave – a conclave most kithkin themselves wish to join when they finally pass on.
    Most kithkin are not drawn strongly to any alignment extreme– while their clan's honour is important to them, so is personal advancement and prestige. They are willing to lie, cheat, and betray to get ahead, but they are not senselessly malicious or hostile to others. Therefor, almost every kithkin is at least partially neutral, and most are true neutral, switching sides as benefits them.

    Adventurers: Kithkin adventure for two primary reasons: to experience life outside of the caravans, and to make a name for themselves. Kithkin adventurers are normally looking for a way to put their skills to use and do something truly noteworthy. If it makes them some coin in the process, excellent, but their main goal is to do something worth remembering for ages to come. For these kithkith, adventuring presents to opportunity to get out there, enshrine their names in legend, and maybe change the world to be a bit more forgiving for their peoples.

    While kithkin are smaller and weaker than many other races, their natural intellect meshed with their racial pride leads many to belive that they are a match for any of the bigfolk – maybe not in a fair fight, but whomever said life was fair? Creative thinking, unorthodox tactics, and taking advantage of one's surroundings are all common traits among kithkin adventurers. They take no shame in tactics others might call dishonourable – after all, history is written by the winners. It is for this reason classes such as rogues, alchemists, and gunslingers are found among the kithkin, combining brains and natural agility to control the flow of battle without dirtying their fur. The honoured traditions of storytellers, shamans, and spirit-binders are also exalted among the desperate clans, leading not a small number of kithkin to choose to follow the path of the bard, witch, or summoner. However, almost any class can be found among the caravans, as the survival of the species requires many distinct and varied talents, from arcane skill to martial prowess.


    Kithkin Short Names: Aceva, Aiban, Askaran, Atsa, Bylt, Celen, Chun, Galae, Gapan, Haan, Hilix, Imelek, Nuzem, Pashu, Reiskan, Sanseri, Sathij, Seva, Sharaa, Srith, Suuladan, Tellu, Thaw, Titaiti, Ugulle, Vaara, Vaeden, Wroz, Xaq, Xion, Zullar

    Baed Clan Names: Aiyghoa, Dahjart, Dlehaba, Kallah, Nussaw, Nuxcla, Paadai, Selay, Suamma, Tassut, Toaghuam, Tshau, Xastsai, Xollu, Wskutaw

    Brun Clan Names: Adiz, Azi Kaan, Eizan, Eskhaan, Gaaz, Gei Zig, Gi Waan, Keshai, Kokuya, Mimaan, Nizig, To Ziia, Wazakh,, Y Zaan, Yu Ven

    Hael Clan Names: Annade, Aqnan, Denna, Hwata, Inna, Kai, Kshko, Naade, Nyanne, Tahannai, Teotta, Tolaka, Wattan, Yattai, Ylago

    Kith Clan Names: Azaq, Carraq, Chokai, Ciirthae, Diothaal, Ghaera, Idore, Iriq, Istaq, Jeqe, Ogode, Orone, Larae, Ruthe, Taaraq


    • +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution: Kithkin are nimble in both mind and body, but their light frames lack the strength and stamina of larger races.
    • Sythen: Kithkin are humanoids with the sythen subtype
    • Small: Kithkin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Fast: Kithkin are fast for their size, and have a base speed of 30 feet.
    • Low-light vision: A kithkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
    • Wings: Kithkin take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, a kithkin can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A kithkin cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a kithkin to rise, they may take advantage of the updraft to increase the distance it can glide.
    • Wing-Aided movement: Kithkin can use their wings to help with movement even if they cannot fly. The extra lift from their wings means that kithkin are treated as having a running start when making an Acrobatics check to jump.
    • Merchant caste: Kithkin have a natural knack for mercantile endeavours. They gain a +1 bonus to both Diplomacy and Bluff , and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead.
    • Illuminated Sigils(Su): A kith's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. A kith can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. Restoring the flow of energy to the sigils is a free action.
    • Polyglot: Kithkin are exposed to a huge variety of languages during their childhood, and most tend to have a knack them. A kithkin learns one additional language whenever they put a rank into the Linguistics skill. As well, a kith gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells.
    • Languages: Kithkin begin play speaking Common and Kithspeak. Kithkin with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).



    Academic: Some kithkin, especially those from brunish clans, spend their time honing a certain skill to perfection, over learning the languages of the peoples they encounter. These kithkin gain Skill Focus as a bonus feat at 1st level. This racial trait replaces polyglot.
    Brilliant runes: Some kithkin have learned to tap into the natural powers of their runes to grant them limited natural control over illumination. Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. This racial trait replaces polyglot.
    Child of the sea: Those kithkin who are descended from the baedish clans have a close tie to the oceans of the world. These kithkin have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Additionally, while near the sea or another large body of water, they can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces wing aided movement and fast (A kithkin with this racial trait is treated as having a base speed of 20).
    Clan Warden: Some kithkinhave managed to enhance the natural power flowing from their runes to aid them in the defence of their caravans. These kithkin add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities: 1/day— alarm, faerie fire, sanctuary. The caster level for these effects is equal to the user’s character level. This racial trail replaces polyglot.
    Craftsman caste: Kithkin with strong ties to their hael ancestors have a natural talent for craftsmanship. They gain a +1 bonus to both Appraise and a Craft skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
    Dreamspeaker: Some kithkin have learned to use the power of their runes to help them communicate with the spirits via dreams. These kithkin gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user’s character level). This racial trait replaces polyglot.
    Master craftsman: Kithkin who come from the hael clans have a talent for making master works out of common items, gaining a +2 racial bonus on all Craft or Profession checks. This racial trait replaces polyglot.
    Master tinker: Kithkin of the brunish clans are natural mechanical geniuses. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks, and are are also treated as proficient with any weapon they themsevles have personally crafted. This racial trait replaces polyglot.
    Priestly caste: Kithkin who come from the clans of the bead have a strong connection to the spiritual world. They gain a +1 bonus to both Spellcraft and a Knowledge skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
    Pyromaniac: Some kith have a natural tie to their birth element of fire, always burning just beneath their surface. Even their runes seems to smoulder instead of glow as it does in their other kin. These kithkin are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give these kithkin early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces polyglot and illuminated sigils.
    Scholarly caste: Kithkin who hail from the brunish clans have a knack for scientific endeavours. They gain a +1 bonus to both a Knowledge and a Craft skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
    Stonesinger: Some brun have a powerful connection to their birth element of earth. These brun add +1 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities: 1/day— expeditious excavation, magic stone, soften earth and stone. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces polyglot.
    Wanderlust: Some kithkin are just drawn to a life on the road. Kithkin
    with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces polyglot and illuminated sigil.



    Instead of receiving an additional skill rank or hit point whenever they gain a level in a favoured class, kithkin have the option of choosing from a number of other bonuses, depending upon the character’s favoured class. The following options are available to all kithkin who have the listed favoured class, and unless otherwise stated, the bonus applies each time you select the listed favoured class reward.

    Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
    Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
    Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
    Cavalier: Add +1/2 to the cavalier’s effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
    Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
    Gunslinger: Add +1/4 point to the gunslinger’s grit points.
    Inquisitor: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
    Magus: Add +1/4 point to the magus’ arcane pool.
    Monk: Add +1/4 point to the monk’s ki pool.
    Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
    Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
    Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
    Rogue: The rogue gains +1/6 of a new rogue talent.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
    Summoner: Add +1/4 to the eidolon’s evolution pool.
    Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
    Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.




    1st| Sneak attack +1d6, dark insight
    3rd|Sneak attack +2d6, contingency plan 1/day
    6th|Rogue talent, dark suggestion 1/day
    9th|Sneak attack +5d6, contingency plan 2/day
    12th|Rogue talent, dark suggestion 2/day
    15th|Sneak attack +8d6, contingency plan 3/day
    18th|Rogue talent, dark suggestion 3/day

    Class Features

    Dark Insight (Su): A kithkin scoundrel knows that knowledge is as deadly a weapon as sword or spell, given the right place and time. Thus, they learn to read facial and body language to the point where they can almost tell one's thoughts by intonation alone. When finding himself dealing with another individual, a scoundrel may make a Sense Motive check with a DC of 15+ the target's HD. If this check succeeds, the scoundrel gains a +5 bonus on all bluff, diplomacy and intimidate check against the target. This bonus increases by 1 for every rogue level the scoundrel possesses. If the check fails, however, the scoundrel cannot understand the target's body language, and if the check fails by 5 or more, has significantly misread them, giving the scoundrel a -10 penalty on bluff, diplomacy, and intimidate for the remainder of the encounter.

    A scoundrel can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability replaces trapfinding.

    Contingency Plan(Ex): A scoundrel normally has a dozen black-up plans at any one time, granting them an almost supernatural ability to avoid certain death. Starting at third level, an scoundrel may reroll and saving throw he has just rolled. If he chooses to use this ability (which must be decided before the result of the original save is known), he must abide by the second roll. He may use this ability once per day at 3rd level and one additional time per day at 9th level, and again at 15th level.

    This ability replaces trap sense +1, +3 and +5.

    Dark Suggestion (Sp):
    Using solely the power of words and lies, a scoundrel is able to mimic the ability of the spell suggestion without consciously evoking any magic. Once per day at 6th level, a scoundrel is able to make a suggestion, as a caster of the same level as their current rogue level -2. However, this suggestion lingers for 1 minute per caster level, and even if the target made the first save, they must continue to make a will save every minute or be forced to carry out the actions directed in the suggestion, as if the original save had failed. Otherwise, this ability functions identically to the spell.
    A scoundrel can use this ability one additional time per day at 12th level, and again at 18th level.

    This ability replaces Trap sense +2, +4, and +6.


    1st|Cantrips, hex, patron spells, spirit guide, detect spirits
    3rd|Spirit Sight
    5th|Guiding the Lost
    7th|Favour of the Spirits
    13th|Not Yet Time[/table]

    Class Features

    Spirit Guide: A kithkin shaman does not gain a familiar like other witches. Instead, the shaman's patron ancestral spirit grants the shaman a spiritual guide in the form of an ethereal companion only the shaman can see. This companion may take any number of forms, but they are typically related to the shaman's patron sprit's sphere of influence.

    This spirit grants the shaman Alertness as a bonus feat, and grants further abilities as the shaman levels up. Furthermore, the spirit guide holds the shaman's spells, and the shaman must commune with the spirit daily to prepare her spells. Because the spirit guide does not exist in the material world, it cannot be attacked, injured, killed, or dismissed.

    This ability replaces witch's familiar.

    Detect Spirits (Sp): At 1st level, a shaman's spirit guide can clue a shaman into the presence of unnatural spirits plaguing an area. At will, a shaman can use a detect undead-like ability that detects outsiders.

    Spirit Sight (Su): Starting at 3rd level, a shaman can see into the ethereal plane as if it were the material plane. However, this does not grant her the ability to affect the ethereal plane without other magic.

    Guiding Hand (Su) At 5th level, a shaman's spirit guide will lead the shaman around deception and enchantment to the truth. A shaman who fails their saving throw against an enchantment or an illusion spell can reroll their save 1 round later. If they fail the second attempt, they gain no further saves.

    Guiding Luck (Su): A shaman of 7th level or higher can add her wisdom modifier (if positive) to all her saving throws.

    Exorcism (Sp): A shaman of 11th level gains the ability to use their spirit guide to cast out hostile spirits. They can cast banishment once per day as a spell-like ability with a caster level equal to their witch level.

    Not Yet Time (Su) Once per day, as a full-round action, a shaman of 13th can use their spirit guide to guide a recently dead ally back to life. So long as the target has not been dead for more than one round per witch level the shaman possesses, the shaman can resurrect the target and restore them to 0 hit points. The target returns stabilized, yet fatigued until they can get a full 8-hours rest to recover from their ordeal.


    1st|Cantrips, Elemental Eidolon, Life link, Summon Nature's Ally I
    3rd|-Summon Nature's Ally II
    5th|-Summon Nature's Ally III
    7th|-Summon Nature's Ally IV
    9th|-Summon Nature's Ally V
    11th|-Summon Nature's Ally VI
    13th|-Summon Nature's Ally VII
    15th|-Summon Nature's Ally VIII
    17th|-Summon Nature's Ally IX

    Class Features

    Summon Nature's Ally (Sp):
    Starting at 1st level, a kithkin warlock can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, a kithkin warlock instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a kithkin warlock gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell).

    This ability otherwise replaces the summon monster ability of a normal summoner.

    Elemental Eidolon: The eidolon of a kithkin warlock is drawn from the violent spirits of the natural world, instead of other planes. A kithkin warlock's eidolon gains both the native and the elemental subtypes, and cannot be banished or dismissed from the material plane, nor can they be subjected to critical hits or flanking. However, a warlock's eidolon only receives a d8 for hit dice instead of a d10.

    This ability replaces the standard summoner's eidolon.



    {table=head]Equipment Name (Weapon)|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
    Pendom Aumgviir|Two Handed|30 gp|1d6|1d8|x3 |— |4 lb|Slashing|Reach
    Threapom|Two Handed|25 gp|1d8|1d10|19-20/x2 |— |5 lb|Piercing|Reach[/table]

    Threapom: The Threapom, or blade staff, is a traditional kith weapon that consists of a stout shaft with a broad blade resembling a short sword at one end.
    Pendom Aumgviir : The Pendom Aumgviir, better known as the kith scythe, is a short polearm with a large, sickle-like blade affixed to one end.



    Conceal Alignment
    By tapping into the powers of your runes, you are able to obscure your moral allegiances
    Prerequisites: Bluff 7 ranks, kithkin
    Benefit: If you are suspicious of an attempt to read your alignment, you may make a bluff check with a DC equal to 10+ the opposing caster's level. If this check succeeds, you may choose to make you alignment appear as an alignment one step away from your own. If this check succeeds by 10 or more, you may choose to make your alignment appear as any alignment within two steps.
    Note: Conceal alignment works only for the purpose of detection, it does not allow you to act as if your alignment was any different for the purpose items, spells, or abilities that rely on alignment to function.

    Con Master
    You can use your skill in manipulating the truth to help even your most inept ally pull off a lie.
    Prerequisites: Bluff 5 ranks, diplomacy 5 ranks, kithkin
    Benefit: If you use aid another to help an ally bluff or persuade others, you may improve the bonus your ally receives by +5.

    Dauntless Will
    Your faith in your own blood and skills leaves you harder to shake.
    Prerequisites: Kithkin
    Benefit: Increase the DC of Intimidation attempts against you by +3. As well, you gain a +3 racial bonus to will saves against fear effects.

    Double Talk
    Nobody lies like a kithkin
    Prerequisites: Conceal Alignment Bluff 11 ranks, kithkin
    Benefit: A number of times per day equal to your level plus your charisma modifier, you may make an enhanced bluff check. If this check succeeds in, you may give false information that registers as truthful even to magical spells and effects, including zone of truth, discern lies, and detect thoughts.

    Keen Nose
    You've trained your powerful nose to add an entirely new dimension to your senses.
    Prerequisites: Kithkin
    Benefit: You gain the scent special ability

    On Edge
    You race has survived by knowing to always be ready for a fight.
    Prerequisites: Kithkin
    Benefit: You gain a +2 bonus on Sense Motive checks and Perception checks. As well, you gain a +2 dodge bonus to your AC during a surprise round.

    As a member of a race that is constantly on the move, you have learnt simple tricks to pick up a language.
    Prerequisites: Linguistics 5 ranks, kithkin
    Benefit: After listening to and analyzing a language for 2d4 days, a you may make a DC 20 Linguistics check, with a +1 bonus for each language the you can speak. If this check succeeds, the you gain a basic understanding of the language you are dealing with, and can ask simple questions, give basic answers, and comprehend verbal instructions and directions. This is not complete fluency, but it is normally enough for you to get by. If the check fails, you may make another after another 2d4 days of study.

    Springing Charge (Combat)
    You with the help of your wings, you launch yourself at incredible speeds against your enemies
    Prerequisites: Fly 7 ranks, Base Attack Bonus +5, kithkin
    Benefit: While charging, you may move tripple your distance, instead of double. If you have the Sythen Flight feat, you may fly as part of your charge, and you can charge while flying, in addition to diving. If you combine multiple forms of movement in a charge, the maximum distance you may travel is tripple your flight speed.

    Sythen Agility
    You've honed your race's natural physical prowess.
    Benefit: You gain a +2 racial bonus on Acrobatics and Fly checks.

    Sythen Flight
    Through training and practise, you have finally mastered the ability to fly with your own wings.
    Prerequisites:Fly 5 ranks, kithkin
    Benefit: You gain a fly speed of 30 feet with clumsy manoeuvrability.
    Special: You can take this feat multiple times. Each time you do, increase your flight speed by +10 feet, and increase your manoeuverability by one step.

    Sythen Hover
    Your flight prowess has progressed to the point where you can hover in place.
    Prerequisites: Sythen Flight, Fly 9 ranks, kithkin
    Benefit:You can hover without making a Fly check

    Wind Cloak (Combat)
    With a flap of your wings, you can kick up enough dust to help you regain cover.
    Prerequisites: Sythen Flight, Wing Buffet, kithkin
    Benefit: As a move action, you can kick up enough dust to grant yourself enough concealment to enter stealth. You do not gain any another benefits of concealment while using this ability.

    Wing Back (Combat)
    You can quickly escape from melee combat with a quick thrust of your wings
    Prerequisites: Dodge, Sythen Flight, kithkin
    Benefit: When you take a 5-foot step while threatened in combat, you may instead move 15 feet away from them as a miscellaneous action, without provoking an attack of opportunity.

    Wing Buffet (Combat)
    You have learnt to use your wings to create obscuring cover in combat.
    Prerequisites: Sythen Flight, kithkin
    Benefit: With a powerful pump of your wings, you send dust and debris flying towards your foes. As a full-round action, you can grant yourself and anyone in a 20-feet radius concealment (20% miss chance) for one round.



    Aura Faint Conjuration ; CL 5th
    Slot ring ; Price 4,000 gp; Weight


    This ring, consisting of a dozen smaller interlocking rings, is forged from a lightweight, slightly flexible silver metal. When properly assembled, a sythen puzzle ring forms a pattern that relates somehow to the skill it currently benefits. When worn properly assembled, it grants a +5 bonus to a craft skill that its wearer is currently trained in (determined randomly.) However, a sythen puzzle ring can be disassembled and reassembled with a DC 15 craft check, granting a +5 bonus to whatever craft skill was used to reassemble the ring, so long as the wearer is trained in that skill. Disassembling a puzzle ring is a move action, while reassembling the ring takes a full minute.


    Requirements Forge ring, mass mending; Cost 2,000 gp


    Divination ; Level Bard 2, Witch 2, Wizard/Sorcerer 2
    Casting Time 1 minute
    Components V, S, M
    Range Personal
    Target Self
    Duration 1 minute/level
    Save Will negates (harmless); Spell Resistance yes

    Once you cast this spell, you draw up the knowledge of your forefathers to help inform you about a certain area of expertise. You gain a +5 bonus to one knowledge skill of your choice for the duration of the spell, and you are treated as trained in this skill for the spell's duration.

    Material component:
    A stick of insense that is burned in the casting of the spell.

    Evocation (Force) ; Level Magus 2, Witch 2, Wizard/Sorcerer 2
    Casting Time 1 standard action
    Components V, S
    Range 20-foot radius spread centred on caster
    Target Every creature in range
    Duration Instantaneous
    Save none; Spell Resistance yes

    You unleash a pulse of force that spreads through both the material and ethereal planes. All creatures in range on either plane take 2d4+2 points of damage. This damage cannot be avoided by concealment, cover, or incorporability. Objects are not damaged by this spell.

    For every two caster levels beyond 3rd, increase the damage die by 1d4+1, to a maximum of 6d4+6 at 11th level.

    Illusion (Shadow) ; Level Cleric/Oracle 1, Inquisitor 1, Magus 1, Ranger 1, Witch 1, Wizard/Sorcerer 1
    Casting Time 1 standard action
    Components V, S
    Range Personal
    Target Self
    Duration 1 round/level
    Save Will negates (harmless); Spell Resistance yes

    You draw shadows around yourself, making it easier for you to blend into your surroundings. You gain a +10 bonus to stealth checks for the duration of this spell, and can immediately enter into stealth.

    Conjuration (Healing) ; Level Bard 3, Druid 3, Cleric/Oracle 3, Inquisitor 1, Summoner 3, Witch 3, Wizard/Sorcerer 3
    Casting Time 1 standard action
    Components V, S
    Range Close (25 ft. + 5 ft/2 levels)
    Target one item of no more than 1 lb./level per level, no two of which can be more than 30 feet apart
    Duration Instantaneous
    Save Will half (harmless) ; Spell Resistance yes

    This spell functions as mending, except that it repairs 1d4 points of damage per level to any object or construct to each selected object.

    Mass mending cannot fix destroyed magic items When mass mending is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

    Enchantment ; Level Bard 1, Witch 1, Wizard/Cleric 1
    Casting Time 1 standard action
    Components V, S, M
    Range Personal
    Target Self
    Duration 10 min/level (D)
    Save Will negates (harmless) ; Spell Resistance yes

    You draw weak enchantments around your words, making your mistruths a bit easier to swallow. You gain a +5 bonus to bluff checks against creatures who are indifferent or friendlier towards you. Furthermore, attempts to determine the truthfulness of your lies are more difficult. You gain a +5 against Sense Motive checks, and a +5 bonus against abilities that detect lies like detect thoughts and zone of truth.

    Material component:
    A drop of honey which is consumed during the casting.


    Random Starting Ages
    24 years

    Aging Effects
    Middle Age
    Maximum Age
    78 years
    114 years
    148 years
    +5d12 years

    Random Height and Weight
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Baed Male
    25 lb.
    × (1) lb.

    Baed Female
    20 lb.
    × (1) lb.

    Brun Male
    30 lb.
    × (1) lb.

    Brun Female
    25 lb.
    × (1) lb.

    Hael Male
    30 lb.
    × (1) lb.

    Hael Female
    25 lb.
    × (1) lb.

    Kith Male
    30 lb.
    × (1) lb.

    Kith Female
    25 lb.
    × (1) lb.
    Last edited by TARDIS; 2012-09-06 at 09:26 PM.
    There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
    There is another theory which states that this has already happened.

    -The Hitchhiker's Guide to the Galaxy